Paper/patches/server/0774-Fix-ChunkSnapshot-isSectionEmpty-int-and-optimize-Pa.patch
Spottedleaf 01a13871de
Rewrite chunk system (#8177)
Patch documentation to come

Issues with the old system that are fixed now:
- World generation does not scale with cpu cores effectively.
- Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps.
- Unreliable prioritisation of chunk gen/load calls that block the main thread.
- Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved.
- Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal.
- Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles.

The above list is not complete. The patch documentation will complete it.

New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil.

Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft.

The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 01:02:51 -07:00

44 Zeilen
2.7 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
Date: Thu, 9 Dec 2021 00:08:11 -0800
Subject: [PATCH] Fix ChunkSnapshot#isSectionEmpty(int) and optimize
PalettedContainer copying by not using codecs
diff --git a/src/main/java/org/bukkit/craftbukkit/CraftChunk.java b/src/main/java/org/bukkit/craftbukkit/CraftChunk.java
index 7f23c69e7d6232190a2c75cbc79e1ea56971e8fb..75c6b0aa2cb4ae8637460006ff24d7f6028396be 100644
--- a/src/main/java/org/bukkit/craftbukkit/CraftChunk.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftChunk.java
@@ -283,13 +283,17 @@ public class CraftChunk implements Chunk {
PalettedContainerRO<Holder<Biome>>[] biome = (includeBiome || includeBiomeTempRain) ? new PalettedContainer[cs.length] : null;
Registry<Biome> iregistry = this.worldServer.registryAccess().registryOrThrow(Registry.BIOME_REGISTRY);
- Codec<PalettedContainerRO<Holder<Biome>>> biomeCodec = PalettedContainer.codecRO(iregistry.asHolderIdMap(), iregistry.holderByNameCodec(), PalettedContainer.Strategy.SECTION_BIOMES, iregistry.getHolderOrThrow(Biomes.PLAINS));
for (int i = 0; i < cs.length; i++) {
- CompoundTag data = new CompoundTag();
- data.put("block_states", ChunkSerializer.BLOCK_STATE_CODEC.encodeStart(NbtOps.INSTANCE, cs[i].getStates()).get().left().get());
- sectionBlockIDs[i] = ChunkSerializer.BLOCK_STATE_CODEC.parse(NbtOps.INSTANCE, data.getCompound("block_states")).get().left().get();
+ // Paper start
+ sectionEmpty[i] = cs[i].hasOnlyAir(); // Paper - fix sectionEmpty array not being filled
+ if (!sectionEmpty[i]) {
+ sectionBlockIDs[i] = cs[i].getStates().copy(); // Paper - use copy instead of round tripping with codecs
+ } else {
+ sectionBlockIDs[i] = CraftChunk.emptyBlockIDs; // Paper - use cached instance for empty block sections
+ }
+ // Paper end
LevelLightEngine lightengine = chunk.level.getLightEngine();
DataLayer skyLightArray = lightengine.getLayerListener(LightLayer.SKY).getDataLayerData(SectionPos.of(x, i, z));
@@ -308,8 +312,7 @@ public class CraftChunk implements Chunk {
}
if (biome != null) {
- data.put("biomes", biomeCodec.encodeStart(NbtOps.INSTANCE, cs[i].getBiomes()).get().left().get());
- biome[i] = biomeCodec.parse(NbtOps.INSTANCE, data.getCompound("biomes")).get().left().get();
+ biome[i] = ((PalettedContainer<Holder<Biome>>) cs[i].getBiomes()).copy(); // Paper - use copy instead of round tripping with codecs
}
}